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Dungeons & Dragons Roleplaying Weapon Mastery

DnD Weapons Mastery Crossbow Heavy

Dungeons and Dragons – Mystara

Weapons Mastery – Heavy Crossbow

  • 0e-rb-rc D&D BECMI Rules Cyclopedia
  • Heavy Crossbow

A crossbow is a ranged weapon using an elastic launching device similar to a bow; it consists of a bow-like assembly called a prod, mounted horizontally on a main frame called a tiller, which is hand-held in a similar fashion to the stock of a long gun. Crossbows shoot arrow-like projectiles called bolts or quarrels. A person who shoots crossbow is called a crossbowman or an arbalist (after the arbalest, a European crossbow variant used during the 12th century).

Weapons Mastery – Heavy Crossbow

Weapon Mastery Non-Proficient – Attacks are with disadvantage, and damage is halved rounded down. Non-Proficient use does not grant access to most of the weapon special properties.

(Non-Proficient)
Heavy Crossbow Attack +Dex to hit one target, Ammunition Range (100/400 ft)
Basic Hit: 1d10 +Dex mod piercing (Halved)
Weapon AbilitiesAmmunition, Heavy, Loading, Two-Handed

Weapon Mastery Proficient – This is the standard weapon stats from sourcebooks.

(Proficient)
Heavy Crossbow Attack +Dex +Prof to hit one target, Ammunition Range (110/420 ft)
Basic Hit: 1d10 +Dex mod piercing
Weapon AbilitiesAmmunition, Heavy, Loading, Two-Handed

Weapon Mastery Skilled – Weapons do an extra dice of damage. Gain abilities to activate as a bonus action on your round, or a reaction.

(Skilled)
Heavy Crossbow Attack +Dex +Prof to hit one target, Ammunition Range (120/440 ft)
Basic Hit: 2d10 +Dex mod piercing + Delay
Weapon AbilitiesAmmunition, Defensive, Delay, Heavy, Loading, Two-Handed

Weapon Mastery Expert – You gain an expertise on your attack, and weapons do an extra dice of damage. Abilities with weapons improve. Can use weapon options with this weapon.

(Expert)
Heavy Crossbow Attack +Dex +Prof +Prof to hit one target, Ammunition Range (130/460 ft)
Basic Hit: 3d10 +Dex mod piercing + Delay
Weapon AbilitiesAmmunition, Defensive, Delay, Heavy, Loading, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Staggering Shot

Weapon Mastery Master – Your gain advantage on your attack, weapons do an extra dice of damage. Abilities and Options improve.

(Master)
Heavy Crossbow Attack +Dex +Prof +Prof to hit one target, Ammunition Range (140/480 ft)
Basic Hit: 4d10 +Dex mod piercing + Delay
Weapon AbilitiesAmmunition, Defensive, Delay, Heavy, Loading, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Staggering Shot

Weapon Mastery Grand Master – A natural 1 counts counts as a critical hit, and if both dice deal a critical hit, then all dice in the attack are maximised. Weapons do an extra dice of damage. Abilities and Options improve.

(Grand Master)
Heavy Crossbow Attack +Dex +Prof +Prof to hit one target, Ammunition Range (150/500 ft) Crit (1 and 20)
Basic Hit: 5d10 +Dex mod piercing + Delay
Weapon AbilitiesAmmunition, Defensive, Delay, Heavy, Loading, Two-Handed
Weapon Options (Available to learn) – Distracting Shot, Patient Shot, Pinning Hit, Staggering Shot

Weapon Abilities – Heavy Crossbow

Weapon Ability – Ammunition – You can use a weapon that has the ammunition properly lo make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack.
(Proficiency) At the end of the battle, you can recover half your expended ammunition by taking a minute lo search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Associated WeaponsBlowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling

Weapon Ability – Base DC – Some of the effects produced by weapons masters has a saving throw to resist. This saving throw is calculated as 8 plus the ability modifier used in the attack roll, your weapon mastery bonus, your Weaponologist bonus, your weapons mastery feats and Archetypes.
Base DC = 8 +Ability Mod +Prof +WM Bonus +Circle Bonus +Feat Bonus +Arch Type Bonus (Martial +2)
Associated WeaponsBardiche, Bastard Sword, Battleaxe, Bill, Blackjack, Blowgun 1H, Blowgun 2H, Bola, Cestus, Club, Dagger, Dart, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hand Crossbow, Handaxe, Hat, Heavy Crossbow, Heavy Shield, Holy Symbol, Horned Shield, Javelin, Knife Shield, Lance, Lasso, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Maul, Medium Shield, Morningstar, Net, Orb, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Ring, Rod, Scimitar, Scythe, Shortbow, Shortsword, Sickle, Sling, Spear, Spetum, Spontoon, Staff, Sword Shield, Tome, Tower Shield, Trident, Tusked Shield, Unarmed or Natural, Vaulge, Wand, Warhammer, Warpick,

Weapon Ability – Defensive – If you spend your bonus action this round on this quality you gain a bonus for your armour class until the start of your next round as long as you still have your reaction. Each level above skilled adds +1 WM Bonus to the Shield bonus provided.
Defensive (Skilled Bonus Action) – This weapon provides a +1 Shield bonus to your armour class as long as your still have your reaction. If an attack would have hit you, but misses because of using defensive, you deflect the attack and expend your reaction. (Martial weapons add +1 to the shield bonus, A shield weapon does not use up reactions but can trigger retaliate instead)
Associated WeaponsBardiche, Bastard Sword, Battleaxe, Bill, Bola, Club, Flail, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Handaxe, Heavy Crossbow, Heavy Shield, Horned Shield, Lance, Light Crossbow, Light Hammer, Light Shield, Lochaber Axe, Longbow, Longsword, Mace, Medium Shield, Morningstar, Net, Partisan, Pike, Poleaxe, Quarterstaff, Ranseur, Rapier, Scimitar, Scythe, Shortbow, Shortsword, Sling, Spetum, Tower Shield, Tusked Shield, Voulge, Warhammer,

Weapon Ability – Delay – On a Critical Hit (for a range weapon only in the normal weapons range), the target must make a Encumbered Saving Throw. Once you gained skilled in this weapon you learn the ability Attempt Stun. Each level above skilled adds +1 WM Bonus to the DC.
Encumbered Saving Throw – Strength vs Base DC. Saving throw at the start of their turn with failure causes the Encumbered condition until start of their next turn, when they can make another saving throw. Any number of encumbered conditions can be applied, each reducing the targets speed. One saving throw for all conditions, and anything the roll equals or beats is removed.
(Skilled Bonus Action) Attempt Delay – Against a target you have already hit this round, you can force it to make a Encumbered Saving Throw. The DC is increased by 1 for every addition hit you made against them this round with the Delay weapon.
Associated WeaponsBattleaxe, Hand Crossbow, Heavy Crossbow, Longbow, Shortbow

Weapon Ability – Heavy – Attacks are at disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a non-proficient creature to use effectively.
(Proficiency) Only small creatures have disadvantage.
(Expert proficiency) No creatures have disadvantage.
Associated WeaponsBardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Heavy Crossbow, Lochaber Axe, Longbow, Maul, Partisan, Pike, Poleaxe, Ranseur, Voulge,

Weapon Ability – Loading – Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make per round.
Associated WeaponsBlowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow

Weapon Ability – Range – A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Associated WeaponsBastard Sword, Battleaxe, Blowgun 1H, Blowgun 2H, Bola, Club, Dart, Flail, Greatsword, Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Light Hammer, Light Shield, Longbow, Longsword, Mace, Morningstar, Net, Shortbow, Shortsword, Sling, Spear, Trident, Warhammer, Warpick,

Weapon Ability – Two-Handed – If your not proficient in the weapon, this weapon is used with Disadvantage. Your required to use two hands to use this weapon.
(Master proficiency) You add half your strength bonus again to damage.
(Grand Master proficiency) You add your strength bonus twice to damage
Associated WeaponsBardiche, Bill, Blowgun 2H, Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Heavy Crossbow, Light Crossbow, Lochaber Axe, Longbow, Maul, Partisan, Pike, Poleaxe, Ranseur, Scythe, Shortbow, Spetum, Voulge,

Weapon Options – Heavy Crossbow

Distracting Shot (Attack Option) As part of the attack action, make an attack with your ranged weapon. You intentionally miss your target but give an ally of your choice the chance to attack while it is distracted. The next attack roll against the target by that ally has advantage if it is made before the beginning of the target’s next turn.
Associated WeaponsHand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling

Patient Shot (Attack Option) You carefully align your ranged weapons sites over your target. As an action in a turn that you have not moved, you may make a single ranged attack with advantage, and reduce your speed to zero until your next turn. Each level above expert with the weapon adds +1 to the attack roll.
Associated WeaponBlowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling

Pinning Hit (Attack Option) – When you make a melee or ranged attack with this weapon, you may attempt to pin a creature up to one size larger to a wall or surface by catching their clothing with the weapons edge or point. This can be used against creatures without clothing at the GM’s discretion. If you hit, the target must make a Restrained Saving Throw vs your Base DC.
Retrained Saving Throw – Strength vs your Base DC. On a failure the creature is restrained, and can use an action on their turn to make another Restrained Saving Throw to get free.
Associated WeaponsBastard Sword, Battleaxe, Dagger, Dart, Hand Crossbow Handaxe, Heavy Crossbow, Javelin, Light Crossbow, Longbow, Shortbow, Sickle, Spear, Trident, Warpick

Staggering Shot (Attack Option) As an attack while wielding a ranged weapon, you may make a ranged attack. If this attack hits, the enemy takes full weapon damage and must make a Restrained Saving Throw.
Restrained Saving Throw – Constitution vs Base DC. On a failure, the target is restrained until the end of its next turn.
Associated WeaponHeavy Crossbow, Light Crossbow, Longbow, Shortbow, Sling

Design Details on building Weapons Mastery

I have managed to even out most of the damage, but also increased it in this case as it is working better with my magical weapon enhancement changes.

Weapons Mastery Version 1.0
  • Heavy Crossbow Attack: (Non-Proficient) + to hit, Ammunition range (100/400ft), Heavy, Loading, Two Handed, one target
    • Hit: 1d6+mod piercing.
  • Heavy Crossbow Attack: (Proficient) + to hit, Ammunition range (110/420 ft), Heavy, Loading, Two Handed, one target
    • Hit: 2d6+mod piercing.
  • Heavy Crossbow Attack: (Skilled) + to hit, Ammunition range (120+Stun/440 ft), Heavy, Loading, Two Handed, one target
    • Hit: 3d6+mod piercing.
    • Crit (within 120): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
  • Heavy Crossbow Attack: (Expert) + to hit, Ammunition range (130+Stun/460 ft), Heavy, Loading, Two Handed, one target
    • Hit: 2d8+mod piercing.
    • Crit (within 130): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
  • Heavy Crossbow Attack: (Master) + to hit, Ammunition range (140+Stun/480 ft), Heavy, Loading, Two Handed, one target
    • Hit: 2d10+mod piercing.
    • Crit (within 140): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check
  • Hand Crossbow Attack: (Grand Master) + to hit, Ammunition range (150+Stun/500 ft), Heavy, Loading, Two Handed, one target
    • Hit: 2d12+mod piercing.
    • Crit (within 150): Stun (Base DC) Con save or stunned for 1 round/per 5 under the check.

Content Updates

  • 2022-05-04 – Converted over to version 2.0 of my weapon mastery rules.
  • 2021-08-26 – Updates to layout and menu.
Weapons Mastery

Overview, Downtime for Weapons Mastery, Secret Craft: Weaponologist

Simple 1H or Versatile: Blackjack (or Sap), Cestus, Club (or torch), Dagger, Handaxe (or Tomahawk), Javelin, Lasso, Light Hammer, Mace, Quarterstaff, Sickle, Spear, Unarmed

Simple 2H: Greatclub, Scythe

Simple Ranged: Bola, Dart, Light Crossbow, Shortbow, Sling

Martial 1H or Versatile: Bastard Sword, Battleaxe, Flail, Lance, Longsword, Morningstar, Rapier, Scimitar, Shortsword, Spontoon, Trident, Warhammer, Warpick, Whip

Martial 2H: Bardiche, Bill, Glaive, Greataxe, Greatsword, Guisarme, Halberd, Lochaber Axe, Maul, Partisan, Pike, Poleaxe, Ranseur, Spectum, Voulge

Martial Ranged: Blowgun 1H, Blowgun 2H, Hand Crossbow, Heavy Crossbow, Longbow, Net

Martial Shield: Heavy, Horned, Knife, Light, Medium, Sword, Tower, Tusked

Magical Implement: Hat, Holy Symbol, Orb, Ring, Rod, Staff, Tome, Wand

D&D 5E in Mystara

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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